@woosh/meep-engine 3.68.0 → 3.70.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (584) hide show
  1. package/CHANGELOG.md +74 -0
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +2 -17
  4. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
  5. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +3 -18
  6. package/package.json +1 -1
  7. package/src/core/bvh8/build/BVH8Converter.d.ts +16 -0
  8. package/src/core/bvh8/build/BVH8Converter.d.ts.map +1 -1
  9. package/src/core/bvh8/build/BVH8Converter.js +64 -37
  10. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts +25 -0
  11. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts.map +1 -0
  12. package/src/core/bvh8/build/bvh8_assign_slots_greedy.js +68 -0
  13. package/src/core/bvh8/build/bvh8_from_proxy.d.ts.map +1 -1
  14. package/src/core/bvh8/build/bvh8_from_proxy.js +2 -33
  15. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts +22 -0
  16. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts.map +1 -0
  17. package/src/core/bvh8/build/bvh8_node_fit_slots.js +115 -0
  18. package/src/core/bvh8/bvh8_depth.d.ts +8 -0
  19. package/src/core/bvh8/bvh8_depth.d.ts.map +1 -0
  20. package/src/core/bvh8/bvh8_depth.js +39 -0
  21. package/src/core/math/complex/complex_fft_radix2.d.ts +19 -0
  22. package/src/core/math/complex/complex_fft_radix2.d.ts.map +1 -0
  23. package/src/core/math/complex/complex_fft_radix2.js +71 -0
  24. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +33 -65
  25. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  26. package/src/engine/graphics/ecs/trail3d/Trail3D.js +37 -245
  27. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.d.ts +0 -4
  28. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.js +4 -10
  29. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts +13 -10
  30. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts.map +1 -1
  31. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +28 -37
  32. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts +10 -0
  33. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts.map +1 -0
  34. package/src/engine/graphics/ecs/trail3d/trail_knot_count.js +27 -0
  35. package/src/engine/graphics/trail/TrailKnots.d.ts +62 -0
  36. package/src/engine/graphics/trail/TrailKnots.d.ts.map +1 -0
  37. package/src/engine/graphics/trail/TrailKnots.js +137 -0
  38. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.d.ts +1 -1
  39. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.js +1 -1
  40. package/src/engine/graphics3/EntityRowHold.d.ts +48 -0
  41. package/src/engine/graphics3/EntityRowHold.d.ts.map +1 -0
  42. package/src/engine/graphics3/EntityRowHold.js +128 -0
  43. package/src/engine/graphics3/GPUFluidSystem.d.ts +17 -4
  44. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
  45. package/src/engine/graphics3/GPUFluidSystem.js +113 -16
  46. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +6 -2
  47. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.js +11 -44
  49. package/src/engine/graphics3/Trail3DSystem.d.ts +69 -35
  50. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  51. package/src/engine/graphics3/Trail3DSystem.js +380 -81
  52. package/src/engine/physics/cloth/playground/wind_main.js +7 -6
  53. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +2 -2
  54. package/src/engine/physics/cloth/wind/AbstractClothWind.js +2 -2
  55. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +3 -3
  56. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  57. package/src/engine/physics/cloth/wind/ClothFluidWind.js +7 -9
  58. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +10 -10
  59. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -1
  60. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +14 -22
  61. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +16 -2
  62. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -1
  63. package/src/engine/physics/fluid/FluidAtmosphere.js +17 -3
  64. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +1 -2
  65. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -1
  66. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +1 -2
  67. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +8 -5
  68. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -1
  69. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +60 -17
  70. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts +17 -0
  71. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts.map +1 -1
  72. package/src/engine/physics/fluid/ecs/FluidObstacle.js +22 -2
  73. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -5
  74. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  75. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.js +14 -3
  76. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +1 -1
  77. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +1 -1
  78. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +33 -47
  79. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  80. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +38 -176
  81. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +8 -11
  82. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -1
  83. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +13 -24
  84. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts +16 -0
  85. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts.map +1 -0
  86. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.js +35 -0
  87. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +1 -1
  88. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +1 -1
  89. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +9 -1
  90. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -1
  91. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +11 -1
  92. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +5 -0
  93. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -1
  94. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +2 -0
  95. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts +4 -3
  96. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts.map +1 -1
  97. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.js +11 -3
  98. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts +28 -0
  99. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts.map +1 -0
  100. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.js +29 -0
  101. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts +16 -0
  102. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts.map +1 -0
  103. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.js +49 -0
  104. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts +11 -0
  105. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts.map +1 -0
  106. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.js +18 -0
  107. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts +25 -0
  108. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts.map +1 -0
  109. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.js +65 -0
  110. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts +56 -0
  111. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts.map +1 -0
  112. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.js +313 -0
  113. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts +16 -0
  114. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts.map +1 -0
  115. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.js +69 -0
  116. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +1 -1
  117. package/src/generation/foliage/mesh/branch_ring_triangulate.js +1 -1
  118. package/src/shade/playground/bvh_repro/README.md +8 -6
  119. package/src/shade/playground/bvh_repro/index.html +125 -124
  120. package/src/shade/playground/bvh_repro/main.js +259 -254
  121. package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
  122. package/src/shade/playground/foliage_wind/foliage_world.js +7 -4
  123. package/src/shade/playground/grass_surfaces/main.js +3 -2
  124. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts +23 -13
  125. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts.map +1 -1
  126. package/src/shade/playground/particle_ecs/bonfire_wind.js +30 -33
  127. package/src/shade/playground/skinned_blas_refit/README.md +26 -14
  128. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +14 -9
  129. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  130. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +126 -127
  131. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +95 -95
  132. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +9 -1
  133. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  134. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +146 -135
  135. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +6 -6
  136. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
  137. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +148 -134
  138. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +11 -8
  139. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -1
  140. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +342 -202
  141. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +12 -13
  142. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
  143. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +136 -116
  144. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +4 -4
  145. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
  146. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +255 -249
  147. package/src/shade/playground/trails/index.html +50 -0
  148. package/src/shade/playground/trails/main.d.ts +2 -0
  149. package/src/shade/playground/trails/main.d.ts.map +1 -0
  150. package/src/shade/playground/trails/main.js +258 -0
  151. package/src/shade/playground/water_surface/main.js +6 -3
  152. package/src/shade/renderer/animation/GPUAnimationManager.js +2 -2
  153. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts +18 -0
  154. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts.map +1 -0
  155. package/src/shade/renderer/animation/animation_curve_write_keys.js +34 -0
  156. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  157. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +7 -8
  158. package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
  159. package/src/shade/renderer/deferred/tonemap/ColorGrade.js +13 -36
  160. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +2 -2
  161. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts +2 -13
  162. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts.map +1 -1
  163. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js +6 -21
  164. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts +17 -6
  165. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts.map +1 -1
  166. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js +38 -178
  167. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts +7 -9
  168. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts.map +1 -1
  169. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js +17 -106
  170. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts +7 -17
  171. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts.map +1 -1
  172. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.js +18 -118
  173. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts +111 -0
  174. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts.map +1 -0
  175. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.js +162 -0
  176. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +37 -8
  177. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
  178. package/src/shade/renderer/fluid/GPUFluidCascade.js +149 -47
  179. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +10 -3
  180. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
  181. package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +69 -10
  182. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts +19 -0
  183. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts.map +1 -0
  184. package/src/shade/renderer/fluid/chunk_fluid_far_field.js +43 -0
  185. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts +10 -9
  186. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts.map +1 -1
  187. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.js +14 -12
  188. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts +3 -2
  189. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts.map +1 -1
  190. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.js +7 -5
  191. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts +17 -9
  192. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts.map +1 -1
  193. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.js +58 -18
  194. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts +23 -11
  195. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
  196. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +371 -335
  197. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.d.ts.map +1 -1
  198. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.js +2 -1
  199. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.d.ts.map +1 -1
  200. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.js +109 -108
  201. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts +5 -3
  202. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts.map +1 -1
  203. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.js +24 -12
  204. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts +14 -0
  205. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts.map +1 -1
  206. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.js +18 -0
  207. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts +3 -1
  208. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts.map +1 -1
  209. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.js +4 -1
  210. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +9 -0
  211. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts.map +1 -1
  212. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.js +20 -4
  213. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts +11 -2
  214. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts.map +1 -1
  215. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.js +59 -2
  216. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts +4 -1
  217. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts.map +1 -1
  218. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js +367 -341
  219. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts +6 -2
  220. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts.map +1 -1
  221. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.js +10 -5
  222. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +20 -21
  223. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
  224. package/src/shade/renderer/fluid/mac/FluidMacPasses.js +453 -427
  225. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts +6 -2
  226. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
  227. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +340 -282
  228. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts +13 -5
  229. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts.map +1 -1
  230. package/src/shade/renderer/fluid/publish/FluidWindPublish.js +20 -10
  231. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.d.ts +2 -2
  232. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.js +2 -2
  233. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts +5 -3
  234. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts.map +1 -1
  235. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.js +147 -142
  236. package/src/shade/renderer/fluid/query/GPUFluidQueries.js +2 -2
  237. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
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  442. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +4 -4
  443. package/src/shade/renderer/trails/GPUTrailAVBOITChannel.d.ts +69 -0
  444. package/src/shade/renderer/trails/GPUTrailAVBOITChannel.d.ts.map +1 -0
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@@ -0,0 +1,361 @@
1
+ import { BVH8 } from "../../../../core/bvh8/BVH8.js";
2
+ import { bvh8_depth } from "../../../../core/bvh8/bvh8_depth.js";
3
+ import { FrameGraph } from "../../../../engine/graphics/render/frame_graph/FrameGraph.js";
4
+ import { ShadeGPUCommandContext } from "../../../device/ShadeGPUCommandContext.js";
5
+ import { GPUFrameRecorder } from "../../../device/timing/profile/GPUFrameRecorder.js";
6
+ import { graph_inspect_gpu_buffer } from "../../buffer/graph_inspect_gpu_buffer.js";
7
+ import { BVH8_TLAS_MAX_DEPTH } from "../../shader/chunk/bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
8
+ import { graph_import_typed_buffer } from "../../shader/graph/graph_import_typed_buffer.js";
9
+ import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
10
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
11
+ import { bvh_buffer_size } from "../bvh/BVH_BUFFER_LAYOUT.js";
12
+ import { graph_bvh_build_lbvh } from "../bvh/graph_bvh_build_lbvh.js";
13
+ import {
14
+ BVH8_TREE_HEADER_WORDS,
15
+ BVH8_TREE_NODE_STRIDE_WORDS,
16
+ BVH8_TREE_ORDER_OFFSET_WORD,
17
+ bvh8_tree_buffer_size
18
+ } from "./BVH8_TREE_BUFFER_LAYOUT.js";
19
+ import { bvh8_encode_from_bvh2 } from "./bvh8_encode_from_bvh2.js";
20
+ import { graph_bvh8_encode_from_bvh2 } from "./graph_bvh8_encode_from_bvh2.js";
21
+
22
+ // The cases whose passes are timed: the most leaves the one-workgroup recordings take, the fewest the
23
+ // multi-pass ones do, and a hundred thousand.
24
+ const TIMED = ['n=1024 scattered', 'n=1025 scattered', 'n=100003 scattered'];
25
+
26
+ // what the output holds before the encode, so that a word it should have written and did not shows
27
+ const UNWRITTEN = 0xDEADBEEF;
28
+
29
+ /**
30
+ * @param {number} seed
31
+ * @returns {function(): number} LCG, so a failing case is reproducible
32
+ */
33
+ function make_random(seed) {
34
+ let state = seed >>> 0;
35
+
36
+ return () => (state = (state * 1664525 + 1013904223) >>> 0);
37
+ }
38
+
39
+ /**
40
+ * The leaf sets one run covers: the shapes `verify_gpu_bvh_build` builds, for what each does to the
41
+ * binary tree the encode is handed — an ordinary cloud, leaves no Morton code tells apart, which
42
+ * make the deepest trees and boxes whose centres cost every slot the same, and boxes with no volume.
43
+ *
44
+ * @returns {{name: string, count: number, make: function(function(): number, number): {low: number[], high: number[]}}[]}
45
+ */
46
+ function cases() {
47
+ /**
48
+ * A box around a random point.
49
+ * @param {number} spread
50
+ * @returns {function(function(): number): {low: number[], high: number[]}}
51
+ */
52
+ function scattered(spread) {
53
+ return random => {
54
+ const unit = () => (random() / 0x100000000) * 2 - 1;
55
+
56
+ const centre = [unit() * spread, unit() * spread, unit() * spread];
57
+ const half = [0.5 + Math.abs(unit()), 0.5 + Math.abs(unit()), 0.5 + Math.abs(unit())];
58
+
59
+ return {
60
+ low: centre.map((c, a) => c - half[a]),
61
+ high: centre.map((c, a) => c + half[a]),
62
+ };
63
+ };
64
+ }
65
+
66
+ /**
67
+ * A box with no volume at all — a point.
68
+ * @param {function(): number} random
69
+ * @returns {{low: number[], high: number[]}}
70
+ */
71
+ function degenerate(random) {
72
+ const unit = () => (random() / 0x100000000) * 2 - 1;
73
+
74
+ const point = [unit() * 50, unit() * 50, unit() * 50];
75
+
76
+ return { low: point.slice(), high: point.slice() };
77
+ }
78
+
79
+ const shapes = [
80
+ ['scattered', scattered(100)],
81
+ ['coincident', () => ({ low: [1, 2, 3], high: [4, 5, 6] })],
82
+ ['clustered', scattered(0.0004)],
83
+ ['degenerate', degenerate],
84
+ ['mixed', (random, i) => (i % 2 === 0 ? { low: [0, 0, 0], high: [0, 0, 0] } : scattered(100)(random))],
85
+ ];
86
+
87
+ // Counts either side of every boundary the encode has: its 64-wide workgroups, the four nodes a
88
+ // thread of the one-workgroup encode takes, and the 1,024 leaves that encode stops at.
89
+ const counts = [1, 2, 3, 4, 5, 8, 9, 63, 64, 65, 66, 1023, 1024, 1025, 1026, 100003];
90
+
91
+ const result = [];
92
+
93
+ for (const count of counts) {
94
+ for (const [shape_name, make] of shapes) {
95
+ // every shape where a case costs nothing; above that an ordinary cloud and the one that
96
+ // makes the deepest tree
97
+ if (count > 200 && shape_name !== 'scattered' && shape_name !== 'coincident') {
98
+ continue;
99
+ }
100
+
101
+ result.push({ name: `n=${count} ${shape_name}`, count, make });
102
+ }
103
+ }
104
+
105
+ return result;
106
+ }
107
+
108
+ /**
109
+ * @param {{count: number, make: function}} test_case
110
+ * @returns {{bounds: Float32Array, payload: Uint32Array, scene: Float32Array}}
111
+ */
112
+ function build_input(test_case) {
113
+ const { count, make } = test_case;
114
+
115
+ const random = make_random(0x1234567 ^ (count * 2654435761));
116
+
117
+ const bounds = new Float32Array(count * 6);
118
+ const payload = new Uint32Array(count);
119
+
120
+ for (let i = 0; i < count; i++) {
121
+ const box = make(random, i);
122
+
123
+ bounds.set([...box.low, ...box.high], i * 6);
124
+
125
+ // sparse, unordered rows — never the leaf index, so a mixed-up payload shows
126
+ payload[i] = 11 + i * 7;
127
+ }
128
+
129
+ const scene = new Float32Array(6);
130
+
131
+ scene.set([Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity]);
132
+
133
+ for (let i = 0; i < count; i++) {
134
+ for (let axis = 0; axis < 3; axis++) {
135
+ scene[axis] = Math.min(scene[axis], bounds[i * 6 + axis]);
136
+ scene[3 + axis] = Math.max(scene[3 + axis], bounds[i * 6 + 3 + axis]);
137
+ }
138
+ }
139
+
140
+ return { bounds, payload, scene };
141
+ }
142
+
143
+ /**
144
+ * Hold what the device encoded to what {@link bvh8_encode_from_bvh2} makes of the same binary tree.
145
+ *
146
+ * @param {number} count
147
+ * @param {Uint32Array} tree the binary tree the device built, as words
148
+ * @param {Uint32Array} encoded the BVH8 the device made of it, as words
149
+ * @returns {{problems: string[], node_count: number, depth: number}}
150
+ */
151
+ function check(count, tree, encoded) {
152
+ const problems = [];
153
+
154
+ const expected = new Uint32Array(bvh8_tree_buffer_size(count) / Uint32Array.BYTES_PER_ELEMENT).fill(UNWRITTEN);
155
+
156
+ const node_count = bvh8_encode_from_bvh2(expected, Uint32Array.from(tree), count);
157
+
158
+ const order_offset = expected[BVH8_TREE_ORDER_OFFSET_WORD];
159
+
160
+ let differing = 0;
161
+
162
+ for (let word = 0; word < expected.length; word++) {
163
+ if (encoded[word] === expected[word]) {
164
+ continue;
165
+ }
166
+
167
+ differing++;
168
+
169
+ if (differing > 4) {
170
+ continue;
171
+ }
172
+
173
+ let where = `header word ${word}`;
174
+
175
+ if (word >= order_offset + count) {
176
+ where = `word ${word}, past the tree`;
177
+ } else if (word >= order_offset) {
178
+ where = `payload ${word - order_offset}`;
179
+ } else if (word >= BVH8_TREE_HEADER_WORDS) {
180
+ const at = word - BVH8_TREE_HEADER_WORDS;
181
+
182
+ where = `node ${Math.floor(at / BVH8_TREE_NODE_STRIDE_WORDS)} word ${at % BVH8_TREE_NODE_STRIDE_WORDS}`;
183
+ }
184
+
185
+ problems.push(`${where}: the device wrote 0x${(encoded[word] >>> 0).toString(16)}, the reference 0x${expected[word].toString(16)}`);
186
+ }
187
+
188
+ if (differing > 4) {
189
+ problems.push(`… ${differing} words differ in all`);
190
+ }
191
+
192
+ // the depth a walk's stack has to hold, of the reference: the device's tree is that tree or has failed above
193
+ const bvh8 = new BVH8();
194
+
195
+ bvh8.nodes.fromArrayBuffer(
196
+ expected.buffer.slice(BVH8_TREE_HEADER_WORDS * 4, (BVH8_TREE_HEADER_WORDS + node_count * BVH8_TREE_NODE_STRIDE_WORDS) * 4),
197
+ node_count
198
+ );
199
+
200
+ return { problems, node_count, depth: bvh8_depth(bvh8) };
201
+ }
202
+
203
+ /**
204
+ * On-device verification of the BVH8 encode.
205
+ *
206
+ * For each of a set of leaf sets it builds the binary tree as the scene's is built
207
+ * (`graph_bvh_build_lbvh`), encodes it ({@link graph_bvh8_encode_from_bvh2}), reads both back, and
208
+ * holds the encoded tree to {@link bvh8_encode_from_bvh2} run over the binary tree the device built:
209
+ * every word of the header, the nodes and the payloads, and the words past them left alone. The
210
+ * counts sit either side of where the encode changes recording and of its workgroups' edges.
211
+ *
212
+ * It reports each tree's depth against what a walk's stack holds, and the per-pass GPU time of the
213
+ * build and the encode together at three counts: one workgroup's worth of leaves, one leaf more —
214
+ * the same work as many dispatches — and a hundred thousand.
215
+ *
216
+ * One graph and one submission per case, as `verify_gpu_bvh_build` has it.
217
+ *
218
+ * @param {GraphicsContext} graphics
219
+ */
220
+ export function verify_gpu_bvh8_encode(graphics) {
221
+ for (const test_case of cases()) {
222
+ run_case(graphics, test_case);
223
+ }
224
+ }
225
+
226
+ /**
227
+ * @param {GraphicsContext} graphics
228
+ * @param {{name: string, count: number, make: function}} test_case
229
+ */
230
+ function run_case(graphics, test_case) {
231
+ const { count, name } = test_case;
232
+
233
+ const graph = new FrameGraph(`verify gpu bvh8 encode/${name}`);
234
+
235
+ const cmd = ShadeGPUCommandContext.create(graphics, `verify/gpu bvh8 encode/${name}`);
236
+
237
+ /** @type {GPUFrameRecorder|null} */
238
+ let recorder = null;
239
+
240
+ if (TIMED.includes(name)) {
241
+ recorder = new GPUFrameRecorder(0, performance.now());
242
+
243
+ recorder.enable_work_capture();
244
+
245
+ cmd.enable_profiling(recorder, 0);
246
+ }
247
+
248
+ const storage_usage = GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC;
249
+
250
+ const input = build_input(test_case);
251
+
252
+ const leaf_bounds = graph_import_typed_buffer({
253
+ graph, type: WebGPUArray.from(f32, count * 6), value: input.bounds,
254
+ label: `verify bvh8 bounds ${name}`, usage: storage_usage
255
+ });
256
+
257
+ const leaf_payload = graph_import_typed_buffer({
258
+ graph, type: WebGPUArray.from(u32, count), value: input.payload,
259
+ label: `verify bvh8 payload ${name}`, usage: storage_usage
260
+ });
261
+
262
+ const scene_bounds = graph_import_typed_buffer({
263
+ graph, type: WebGPUArray.from(f32, 6), value: input.scene,
264
+ label: `verify bvh8 scene bounds ${name}`, usage: storage_usage
265
+ });
266
+
267
+ const tree_words = bvh_buffer_size(count) / Uint32Array.BYTES_PER_ELEMENT;
268
+
269
+ const nodes = graph_import_typed_buffer({
270
+ graph,
271
+ type: WebGPUArray.from(u32, tree_words),
272
+ value: new Uint32Array(tree_words),
273
+ label: `verify bvh8 binary tree ${name}`,
274
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST,
275
+ });
276
+
277
+ const out_words = bvh8_tree_buffer_size(count) / Uint32Array.BYTES_PER_ELEMENT;
278
+
279
+ const out = graph_import_typed_buffer({
280
+ graph,
281
+ type: WebGPUArray.from(u32, out_words),
282
+ value: new Uint32Array(out_words).fill(UNWRITTEN),
283
+ label: `verify bvh8 tree ${name}`,
284
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST,
285
+ });
286
+
287
+ const built = graph_bvh_build_lbvh({
288
+ graph, leaf_bounds, leaf_payload, scene_bounds, element_count: count, nodes,
289
+ });
290
+
291
+ const encoded_tree = graph_bvh8_encode_from_bvh2({
292
+ graph, tree: built.nodes, leaf_count: count, out,
293
+ });
294
+
295
+ /** @type {Uint32Array|undefined} */
296
+ let tree;
297
+ /** @type {Uint32Array|undefined} */
298
+ let encoded;
299
+
300
+ function validate() {
301
+ if (tree === undefined || encoded === undefined) {
302
+ // wait for both readbacks
303
+ return;
304
+ }
305
+
306
+ const result = check(count, tree, encoded);
307
+
308
+ const headline = `${name} — ${result.node_count} nodes, depth ${result.depth}/${BVH8_TLAS_MAX_DEPTH}`;
309
+
310
+ if (result.problems.length === 0) {
311
+ console.log(`%c[BVH8] PASS ${headline}`, 'color: #0c0');
312
+ } else {
313
+ console.error(`[BVH8] FAIL ${headline}\n ${result.problems.join('\n ')}`);
314
+ }
315
+
316
+ if (result.depth > BVH8_TLAS_MAX_DEPTH) {
317
+ console.warn(`[BVH8] ${name}: the tree is deeper than a walk's stack holds`);
318
+ }
319
+ }
320
+
321
+ graph_inspect_gpu_buffer({
322
+ graph, type: WebGPUArray.from(u32, tree_words), buffer: built.nodes,
323
+ callback([data]) {
324
+ tree = data;
325
+ validate();
326
+ }
327
+ });
328
+
329
+ graph_inspect_gpu_buffer({
330
+ graph, type: WebGPUArray.from(u32, out_words), buffer: encoded_tree,
331
+ callback([data]) {
332
+ encoded = data;
333
+ validate();
334
+ }
335
+ });
336
+
337
+ if (recorder !== null) {
338
+ // subscribed before the graph runs, so each pass is attributed to the node that opened it
339
+ recorder.attach_graph(graph);
340
+ }
341
+
342
+ cmd.encodeGraph(graph);
343
+ cmd.finish();
344
+
345
+ if (recorder !== null) {
346
+ const captured = recorder;
347
+
348
+ // once the timestamps have been read back, which is after the submission resolves
349
+ cmd.profiling_absorbed.then(() => {
350
+ const frame = captured.close(performance.now());
351
+
352
+ console.log(`[BVH8] GPU timings — ${name}`);
353
+ console.table(frame.spans.map(span => ({
354
+ label: span.label,
355
+ duration_ms: span.duration_ns * 1e-6,
356
+ dispatches: span.work?.dispatch_count ?? 0,
357
+ invocations: span.work?.invocation_count ?? 0
358
+ })));
359
+ });
360
+ }
361
+ }
@@ -17,8 +17,9 @@ export const GRASS_PRESS_MARK_WORKGROUP_SIZE: number;
17
17
  * It also writes the clock's time into the word of every tile of the window that its box comes within a
18
18
  * cell of, at the front of the field, `grass_press`: the tiles whose blades read a cell it may press.
19
19
  *
20
- * Two kinds of obstacle list themselves nowhere, and so press nothing. One with no box, a half-space:
21
- * there is no end to what it would press. And one whose row is ground of a grass surface (a member, by the
20
+ * Three kinds of obstacle list themselves nowhere, and so press nothing. One with no box, a half-space:
21
+ * there is no end to what it would press. A porous one (`drag` above 0): the air passes through it,
22
+ * and so does the grass. And one whose row is ground of a grass surface (a member, by the
22
23
  * scene's `mesh_ground_covers`): ground does not press what grows on it, and under everything that
23
24
  * stands on it, it would be the lowest obstacle of every cell.
24
25
  *
@@ -1 +1 @@
1
- {"version":3,"file":"shader_grass_press_mark.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/grass/press/shader_grass_press_mark.js"],"names":[],"mappings":"AA0BA;;;;GAIG;AACH,8CAFU,MAAM,CAEkC;AAYlD;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,sCAFU,aAAa,CAyGpB;8BAlK2B,+BAA+B"}
1
+ {"version":3,"file":"shader_grass_press_mark.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/grass/press/shader_grass_press_mark.js"],"names":[],"mappings":"AA0BA;;;;GAIG;AACH,8CAFU,MAAM,CAEkC;AAYlD;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,sCAFU,aAAa,CA0GpB;8BApK2B,+BAA+B"}
@@ -54,8 +54,9 @@ resources.createGroup()
54
54
  * It also writes the clock's time into the word of every tile of the window that its box comes within a
55
55
  * cell of, at the front of the field, `grass_press`: the tiles whose blades read a cell it may press.
56
56
  *
57
- * Two kinds of obstacle list themselves nowhere, and so press nothing. One with no box, a half-space:
58
- * there is no end to what it would press. And one whose row is ground of a grass surface (a member, by the
57
+ * Three kinds of obstacle list themselves nowhere, and so press nothing. One with no box, a half-space:
58
+ * there is no end to what it would press. A porous one (`drag` above 0): the air passes through it,
59
+ * and so does the grass. And one whose row is ground of a grass surface (a member, by the
59
60
  * scene's `mesh_ground_covers`): ground does not press what grows on it, and under everything that
60
61
  * stands on it, it would be the lowest obstacle of every cell.
61
62
  *
@@ -86,7 +87,8 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
86
87
  let row = press_rows[i];
87
88
  let record = ${FLUID_OBSTACLE_DESCRIPTOR.marshalling_method_read}(&fluid_database, row);
88
89
 
89
- if (!shape_record_local_bounded(record.shape_kind)) {
90
+ // a half-space, and what the air passes through, such as grass's own canopy
91
+ if (!shape_record_local_bounded(record.shape_kind) || record.drag != 0.0) {
90
92
  return;
91
93
  }
92
94
 
@@ -1 +1 @@
1
- {"version":3,"file":"shader_grass_surface_bake.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/grass/surface/shader_grass_surface_bake.js"],"names":[],"mappings":"AAyCA;;GAEG;AACH,uHAAsF;AAEtF;;;;;;GAMG;AACH,0CAFU,YAAY,CAIS;AAa/B;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wCAFU,aAAa,CA2KpB;6BAxP0B,mCAAmC;8BAHlC,+BAA+B"}
1
+ {"version":3,"file":"shader_grass_surface_bake.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/grass/surface/shader_grass_surface_bake.js"],"names":[],"mappings":"AAyCA;;GAEG;AACH,uHAAsF;AAEtF;;;;;;GAMG;AACH,0CAFU,YAAY,CAIS;AAa/B;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wCAFU,aAAa,CA0KpB;6BAvP0B,mCAAmC;8BAHlC,+BAA+B"}
@@ -3,7 +3,7 @@ import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_S
3
3
  import { TRANSFORMS_TABLE } from "../../scene/chunk_scene_database_access.js";
4
4
  import { MESH_GROUND_COVER_FLAG_MEMBER } from "../../scene/MESH_GROUND_COVER_STRUCT.js";
5
5
  import { SCENE_DATABASE_SPEC } from "../../scene/SCENE_DATABASE_SPEC.js";
6
- import { BVH_NULL_NODE_DEFINITION } from "../../shader/chunk/bvh/BVH_NULL_NODE_DEFINITION.js";
6
+ import { chunk_bvh8_tree_read } from "../../shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_tree_read.js";
7
7
  import { chunk_geometry_read_triangle_vertices } from "../../shader/chunk/geometry/format/chunk_geometry_read_triangle_vertices.js";
8
8
  import { chunk_compute_normal_matrix_from_m4 } from "../../shader/chunk/geometry/mat4/chunk_compute_normal_matrix_from_m4.js";
9
9
  import { chunk_offset_ray } from "../../shader/chunk/geometry/ray/chunk_offset_ray.js";
@@ -150,16 +150,15 @@ fn main(
150
150
  // the surfel's height, and how far its normal is from the frame's up axis
151
151
  var found = vec2<f32>(0.0);
152
152
 
153
- if (tlas.root != BVH_NULL_NODE) {
153
+ if (bvh8_tree_leaf_count(&tlas) != 0u) {
154
154
  grass_bake_surface = surface;
155
155
 
156
156
  let frame = grass_surface_frame(${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, surface));
157
157
  let up = frame[1].xyz;
158
158
 
159
159
  // the scene's reach along the frame's up axis: its box's centre, and the box's half extent along it
160
- let bounds = tlas.nodes[tlas.root].bounds;
161
- let low = vec3<f32>(bounds[0], bounds[1], bounds[2]);
162
- let high = vec3<f32>(bounds[3], bounds[4], bounds[5]);
160
+ let low = bvh8_tree_bounds_low(&tlas);
161
+ let high = bvh8_tree_bounds_high(&tlas);
163
162
  let half_reach = dot(0.5 * (high - low), abs(up));
164
163
  let top = dot(0.5 * (high + low), up) + half_reach;
165
164
 
@@ -247,7 +246,7 @@ fn main(
247
246
  }
248
247
  }
249
248
  `, [
250
- BVH_NULL_NODE_DEFINITION,
249
+ chunk_bvh8_tree_read,
251
250
  RAY_STRUCT.declaration_chunk,
252
251
  chunk_folded_workgroup_index,
253
252
  chunk_compute_normal_matrix_from_m4,
@@ -1 +1 @@
1
- {"version":3,"file":"GPULightMap.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/lightmap/GPULightMap.js"],"names":[],"mappings":"AAoBA;IAgCI;;;OAGG;IACH,+BA6CC;IA/ED;;;OAGG;IACH,WAFU,iBAAiB,GAAC,IAAI,CAEf;IACjB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IACpB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IAEpB;;;OAGG;IACH,aAFU,iBAAiB,GAAC,IAAI,CAEb;IAEnB;;;OAGG;IACH,yBAEC;IA2ED;;;;OAIG;IACH,wEAmCC;IA6BD;;OAEG;IACH,oBA+DC;IAED,iBA4EC;IAED;;;;OAIG;IACH,kEAQC;;CAEJ;kCA9ViC,iCAAiC"}
1
+ {"version":3,"file":"GPULightMap.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/lightmap/GPULightMap.js"],"names":[],"mappings":"AAoBA;IAgCI;;;OAGG;IACH,+BA6CC;IA/ED;;;OAGG;IACH,WAFU,iBAAiB,GAAC,IAAI,CAEf;IACjB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IACpB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IAEpB;;;OAGG;IACH,aAFU,iBAAiB,GAAC,IAAI,CAEb;IAEnB;;;OAGG;IACH,yBAEC;IA2ED;;;;OAIG;IACH,wEAmCC;IA6BD;;OAEG;IACH,oBAgEC;IAED,iBA4EC;IAED;;;;OAIG;IACH,kEAQC;;CAEJ;kCA/ViC,iCAAiC"}
@@ -238,6 +238,7 @@ export class GPULightMap {
238
238
  sParticipatingMediaNoise: graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
239
239
  wind_field: scene_ctx.wind.uniform,
240
240
  wind_field_atlas: scene_ctx.wind.atlas.texture,
241
+ fluid_turbulence: scene_ctx.wind.turbulence,
241
242
 
242
243
  tlas: scene_ctx.tlas.buffer,
243
244
  blas_lookup: scene_ctx.geometries.blas.buffer_metadata,
@@ -1 +1 @@
1
- {"version":3,"file":"AccumulatingPathTracer.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js"],"names":[],"mappings":"AAsBA;;;;;;;;;;;;;;GAcG;AACH;IA8EI;;;OAGG;IACH,sBAFW,eAAe,EAkBzB;IAhGD;;;;OAIG;IACH,kBAFU,MAAM,CAEO;IAEvB;;;;OAIG;IACH,wBAFU,MAAM,CAEc;IAE9B;;;;OAIG;IACH,eAFU,OAAO,CAEK;IA+NtB;;;;;;;OAOG;IACH,+BAgBC;IAED;;;;;;;OAOG;IACH;QAJmC,IAAI,EAA5B,cAAc;QACM,KAAK,EAAzB,UAAU;QACR,MAAM,CA8JlB;;CACJ;yBA7cY,OAAO,8DAA8D,EAAE,UAAU;8BAIjF,OAAO,0BAA0B,EAAE,eAAe;6BAClD,OAAO,8BAA8B,EAAE,cAAc"}
1
+ {"version":3,"file":"AccumulatingPathTracer.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js"],"names":[],"mappings":"AAsBA;;;;;;;;;;;;;;GAcG;AACH;IA8EI;;;OAGG;IACH,sBAFW,eAAe,EAkBzB;IAhGD;;;;OAIG;IACH,kBAFU,MAAM,CAEO;IAEvB;;;;OAIG;IACH,wBAFU,MAAM,CAEc;IAE9B;;;;OAIG;IACH,eAFU,OAAO,CAEK;IA+NtB;;;;;;;OAOG;IACH,+BAgBC;IAED;;;;;;;OAOG;IACH;QAJmC,IAAI,EAA5B,cAAc;QACM,KAAK,EAAzB,UAAU;QACR,MAAM,CA+JlB;;CACJ;yBA9cY,OAAO,8DAA8D,EAAE,UAAU;8BAIjF,OAAO,0BAA0B,EAAE,eAAe;6BAClD,OAAO,8BAA8B,EAAE,cAAc"}
@@ -429,6 +429,7 @@ export class AccumulatingPathTracer {
429
429
  sParticipatingMediaNoise: graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
430
430
  wind_field: scene_ctx.wind.uniform,
431
431
  wind_field_atlas: scene_ctx.wind.atlas.texture,
432
+ fluid_turbulence: scene_ctx.wind.turbulence,
432
433
 
433
434
  settings,
434
435
  camera: view.camera.gpu_buffer,
@@ -1 +1 @@
1
- {"version":3,"file":"graph_path_trace_scene.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/path_tracer/graph_path_trace_scene.js"],"names":[],"mappings":"AA0GA;;;;;;GAMG;AACH;IAJ+B,KAAK;IACD,IAAI;IAC1B,MAAM,CAyFlB"}
1
+ {"version":3,"file":"graph_path_trace_scene.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/path_tracer/graph_path_trace_scene.js"],"names":[],"mappings":"AA0GA;;;;;;GAMG;AACH;IAJ+B,KAAK;IACD,IAAI;IAC1B,MAAM,CA0FlB"}
@@ -178,6 +178,7 @@ export function graph_path_trace_scene({
178
178
  sParticipatingMediaNoise: graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
179
179
  wind_field: scene_ctx.wind.uniform,
180
180
  wind_field_atlas: scene_ctx.wind.atlas.texture,
181
+ fluid_turbulence: scene_ctx.wind.turbulence,
181
182
 
182
183
  common_uniforms: rt_uniforms,
183
184
  camera: view.camera.gpu_buffer,
@@ -0,0 +1,49 @@
1
+ /**
2
+ * The render pipeline for an unlit draw shader: additive into the accumulators with the emission
3
+ * target masked off, the opaque scene's depth tested and never written, both faces.
4
+ *
5
+ * @param {object} params
6
+ * @param {string} params.label
7
+ * @param {import("../../../shader/resource/ShaderResourceSetDescriptor.js").ShaderResourceSetDescriptor} params.resources
8
+ * the shader's resources; must hold {@link AVBOIT_UNLIT_DRAW_PASS_GROUP}
9
+ * @param {string} params.source the assembled shader, with a vertex entry point named `vs_main` and
10
+ * {@link chunk_avboit_unlit_draw_fragment}'s `fs_main`
11
+ * @returns {RenderPipelineDescriptor}
12
+ */
13
+ export function avboit_unlit_draw_pipeline({ label, resources, source }: {
14
+ label: string;
15
+ resources: import("../../../shader/resource/ShaderResourceSetDescriptor.js").ShaderResourceSetDescriptor;
16
+ source: string;
17
+ }): RenderPipelineDescriptor;
18
+ /**
19
+ * What the unlit draw reads once per pass: the view, the warp, the integral and the fog.
20
+ *
21
+ * @type {ShaderResourceGroupDescriptor}
22
+ */
23
+ export const AVBOIT_UNLIT_DRAW_PASS_GROUP: ShaderResourceGroupDescriptor;
24
+ /**
25
+ * The unlit AVBOIT draw's fragment stage, `fs_main`: unlit straight-alpha geometry — a dynamic mesh, a
26
+ * trail — drawn at internal resolution into the four accumulators the transparent meshes and the
27
+ * particles draw into (`avboit_draw_fragment_body`), so it composites against both order-independently.
28
+ * Any vertex stage that hands it `AVBOITUnlitVaryings` (`chunk_avboit_unlit_varyings`) can be linked
29
+ * with it.
30
+ *
31
+ * Per fragment: nothing at all if it has faded out (the unlit splat recorded nothing for it either),
32
+ * then the transmittance of everything in front from the integral texture — a fragment the volume
33
+ * already calls extinct is discarded unshaded — the volumetric fog at its depth, and the accumulators
34
+ * through `avboit_premultiplied_contribution`, the routing every side channel shares.
35
+ *
36
+ * The colour is straight alpha and unlit: it is premultiplied here and never emits — a fragment that
37
+ * can get past the first test covers something — so {@link avboit_unlit_draw_pipeline} does not write
38
+ * the emission target at all rather than blend zeros into it over every covered pixel.
39
+ *
40
+ * The enclosing shader binds {@link AVBOIT_UNLIT_DRAW_PASS_GROUP} and names its vertex entry point
41
+ * anything but `fs_main`.
42
+ *
43
+ * @type {CodeChunk}
44
+ */
45
+ export const chunk_avboit_unlit_draw_fragment: CodeChunk;
46
+ import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
47
+ import { ShaderResourceGroupDescriptor } from "../../../shader/resource/ShaderResourceGroupDescriptor.js";
48
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
49
+ //# sourceMappingURL=avboit_unlit_draw.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"avboit_unlit_draw.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/avboit_unlit_draw.js"],"names":[],"mappings":"AAiHA;;;;;;;;;;;GAWG;AACH;IAP0B,KAAK,EAApB,MAAM;IACgG,SAAS,EAA/G,OAAO,yDAAyD,EAAE,2BAA2B;IAE9E,MAAM,EAArB,MAAM;IAEJ,wBAAwB,CAoBpC;AA5HD;;;;GAIG;AACH,2CAFU,6BAA6B,CAEyC;AAahF;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,+CAFU,SAAS,CAuDjB;yCA7GuC,oEAAoE;8CAI/D,2DAA2D;0BAD/E,uCAAuC"}